The client wanted hyper realistic environments, in flash. The solution
was to build the creatures in 3D Studio, create a basic set of animation
frames, then glue the small set of frames together in Flash in varying
order. For example, the pectoral fins here mostly were 4 frames of
animation, while the mouth movements were 2 frames. Mixed together in
Flash they presented a reasonable fascimile of real swimming, from fast
bursts of speed to slow hovering. All of these processes were
pioneered by the developer, Larry Holland, and myself as we went
along. Jeff Fennell helped to create half of the fish models,
while I created the rest, animated them in 3D Studio max, rendered, took
the results into Flash and set up the animations (over 100 frames per
fish). I also created UI elements, the overall design of the aquarium
itself, and all in-sim decorative items (scaleable and arrangable by the
players), as well as caustic water effect animations, backgrounds, and
introductory story interface screens.
The client wanted hyper realistic environments, in flash. The solution
was to build the creatures in 3D Studio, create a basic set of animation
frames, then glue the small set of frames together in Flash in varying
order. For example, the pectoral fins here mostly were 4 frames of
animation, while the mouth movements were 2 frames. Mixed together in
Flash they presented a reasonable fascimile of real swimming, from fast
bursts of speed to slow hovering. All of these processes were
pioneered by the developer, Larry Holland, and myself as we went
along. Jeff Fennell helped to create half of the fish models,
while I created the rest, animated them in 3D Studio max, rendered, took
the results into Flash and set up the animations (over 100 frames per
fish). I also created UI elements, the overall design of the aquarium
itself, and all in-sim decorative items (scaleable and arrangable by the
players), as well as caustic water effect animations, backgrounds, and
introductory story interface screens.
For a full flash animation featuring an undersea scene with animated fish, go HERE.
Note - 3 meg download will take a few moments.
I
created all elements in that animation, from background, water effects,
setting objects to fish and their animations (here not animated moving
across screen as they would be in the final game. (Exception is
some fish 3D modeling and texturing by Jeff Fennell.)
For a full flash animation featuring an undersea scene with animated fish, go HERE.
Note - 3 meg download will take a few moments.
I
created all elements in that animation, from background, water effects,
setting objects to fish and their animations (here not animated moving
across screen as they would be in the final game. (Exception is
some fish 3D modeling and texturing by Jeff Fennell.)
"OCEANIS" - 2009 Totally Games (for Nickelodeon)
"OCEANIS" - 2009 Totally Games (for Nickelodeon)
This
is the early sketched layout of the aquarium interface itself. The
final design evolved away from these interface elements, but the
aquarium layout remained when finally designed by Armand Cabrera.
This
is the early sketched layout of the aquarium interface itself. The
final design evolved away from these interface elements, but the
aquarium layout remained when finally designed by Armand Cabrera.
Here
are some of the objects I created for the tank settings in this game as
well as a few of the oceans and variations. There were three tank sizes
possible, with appropriate ground and sunlight caustic effects for
each.
Here
are some of the objects I created for the tank settings in this game as
well as a few of the oceans and variations. There were three tank sizes
possible, with appropriate ground and sunlight caustic effects for
each.
The
interface design started out with some elaborate features but got
drastically cut back by the end of the project. This was the
most
developed point before features stared being cut. The background was
thrown together from elements of my paintings. The icons on the right
were still sketches; I had to move on to fish and object production.
The
interface design started out with some elaborate features but got
drastically cut back by the end of the project. This was the
most
developed point before features stared being cut. The background was
thrown together from elements of my paintings. The icons on the right
were still sketches; I had to move on to fish and object production.
My
sketch of the Aquarium tank level, eventually built by Jeff Fennell.
Players start with a default set of tanks and locations and unlock new
ones as they level up.
My
sketch of the Aquarium tank level, eventually built by Jeff Fennell.
Players start with a default set of tanks and locations and unlock new
ones as they level up.
Here
are some logo treatments including the name variations the project went
thru. From "Fiona's Fish Fantasy", to "Aquaria", then "Aquatica".
I was immersed in fish and object production when the final name was
decided.
Here
are some logo treatments including the name variations the project went
thru. From "Fiona's Fish Fantasy", to "Aquaria", then "Aquatica".
I was immersed in fish and object production when the final name was
decided.
A
few Icons and Graphic elements for the pop-up Upgrades Interface. Below
are thumbnail examples of the actual interface as used in-game.
A
few Icons and Graphic elements for the pop-up Upgrades Interface. Below
are thumbnail examples of the actual interface as used in-game.